need Help with jumps

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:bust_in_silhouette: Asked By pizzaguyy

Im a newbie to coding and i need help with my jump. i want to make it more like mario’s jumps but im confused about the code,

extends CharacterBody2D

const SPEED = 300.0
const ACC = 500.0
const FRICTION = 1500.0
const JUMP_VELOCITY = -300.0

var gravity = ProjectSettings.get_setting(“physics/2d/default_gravity”)

@onready var animated_sprite_2d = $CollisionShape2D/AnimatedSprite2D

func _physics_process(delta):
var input_axis = Input.get_axis(“left”, “right”)
handle_acceleration(input_axis, delta)
apply_friction(input_axis, delta)

func apply_gravity(delta):
if not is_on_floor():
velocity.y += gravity * delta

func handle_jump():
if is_on_floor():
if Input.is_action_just_pressed(“jump”):
velocity.y = JUMP_VELOCITY
if Input.is_action_just_released(“jump”) and velocity.y < JUMP_VELOCITY / 2:
velocity.y = JUMP_VELOCITY / 2

func handle_acceleration(input_axis, delta):
if input_axis != 0:
velocity.x = move_toward(velocity.x, SPEED * input_axis, ACC * delta)

func apply_friction(input_axis, delta):
if input_axis == 0:
velocity.x = move_toward(velocity.x, 0, FRICTION * delta)

func update_animations(input_axis):
if input_axis != 0:
animated_sprite_2d.flip_h = (input_axis < 0)“run”)

if not is_on_floor():"jump")

It is hard to follow given the unformatted code . You should format your code using this guide

godot_dev_ | 2023-05-30 13:19

I believe the applygravity function should always be taking place (gravity doesn’t stop in real life when you are on the floor, you are continuously accelerated into the ground.

I can’t see anything immediately obvious, but it appears that you support air jumps, which are conditionally dependent on your y velocity. Maybe adding a variable that tracks how many jumps have been performed (resetting upon landing) and a variable to define the max number of double jumps would make your design more clear and fix your jump issue t make it feel more like mario

godot_dev_ | 2023-05-30 13:27